π§βπ€βπ§ Players: 3-7 π§ Age: Mixed, depending on Magazine β±οΈ Playtime: 3+ hours
Adventure is a roleplaying game magazine containing everything you need to play. One player acts as the Game Master (GM): hosting the game, guiding the other playersβ characters through the twists and turns of the story, and playing the role of any characters they meet.
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Cognitive Load
π Reading β High β«β«β«The amount and complexity of the language in the game. This excludes rules booklets. |
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Adventure is predominantly run through reading the magazine, which will be the job of the Game Master. Sections are clearly labelled with big, bold headings. In some issues, keywords and skill checks are highlighted. Players have much less reading to rely on, contained to handouts (like maps), character sheets and rules reference. |
β Maths β Low β«βͺβͺNumeracy and calculations players must handle in the game, from counting dice results to calculating odds. |
Adventure requires players to roll six-sided dice, determine which to use, and keep track of health and resolve (both of which never go above 20). |
π§ Memory β Low β«βͺβͺRecalling information, like remembering previous actions or what cards someone may have. |
Adventure provides all the information the GM needs on demand in the magazine. Thereβs no need to read the magazine in detail ahead of the game, but a familiarity would be very beneficial. The players are encouraged to take notes, but the GM can support by providing refreshers of information on request. Important rules are on character sheets and a rules reference. |
βοΈ Strategy β Low β«βͺβͺThinking ahead, planning and long-term game goals. |
While players can plan their actions in advance, playing in the moment provides very little disadvantage. Improvisation and reacting to events in the game is a key part of the system. Combat is the most high-strategy part of the game, but this is also handled with a light touch and players can address combat as they take their turns instead of advance planning. |
π Puzzle Solving β Low β«βͺβͺCritical thinking, deduction and general knowledge. |
Adventure requires no outside knowledge to play. Critical thinking is used for puzzles in the game, but this can be adjusted by the GM. For example, providing hints or full solutions via skill checks for groups which may not enjoy puzzle solving. |
Motor & Communication
π― Dexterity β Low β«βͺβͺFine movement like drawing, positioning tiles, stacking components, or lining things up. |
Adventure requires players to keep note of items and stats through writing. This can be directly on to character sheets or using a digital document. |
π Mobility β Low β«βͺβͺGeneral motion like physical actions and how often pieces need to be handled or moved. |
Adventure requires players to roll dice, which could be handled through digital apps if that is more comfortable for the player. |
β³ Speed β None βͺβͺβͺAre there timed aspect of the game or a need for quick reactions. |
Adventure has no timed elements or requirements for quick reactions. The game is played at your own pace, and in turns during combat. |
βπβπ¨ Social Cues β None βͺβͺβͺDo players need to 'readβ people; like deciphering intentions or social deduction. |
Adventure does not require any interpretation of social cues between players. There may be scenarios where the group of players may benefit from reading the intentions of NPCs, but this can be minimised/aided by the GM and would likely be behind a skill check as opposed to βreal lifeβ reading of cues. |
π¬ Communication β High β«β«β«How much communication there is with other players through teamplay or discussion. |
Adventure requires a lot of direct communication, from the GM to players and through player discussions to decide on actions to take as a group. The level of role playing is entirely up to each group and often each player. |
Content & Components
π± Content & Themes β MixedContent warnings for the game, including violence, profanity and sensitive topics. |
Tartarus Gate (sci-fi horror)Violence: HighTartarus Gate is a heavily violent adventure with unavoidable combat encounters with the potential to end in injury or death for players or NPCs, though this can be adapted by the GM to be less fatal. There are many references to violence throughout the adventure and make-shift weapons. Player deaths can be avoided by omitting the rules after a player falls unconscious, and they can be stabilised after combat has ended. Sensitive Topics: Slavery, War, Horror, Gore, Drug Use β«β«β«Tartarus Gate is about a very large corporation which treats its staff very badly. Key themes are civilian attacks during war, sentient AI, body horror, demonic possession, and the concept of eternal damnation. The game includes multiple written and visual depictions of blood, injury, and gore. However, the majority of these depictions are limited to the GMβs booklet, and could be toned down or simply not shown to the players. Exceptions are one of the map handouts (confidential document 2), and the player reference booklet, which contains depictions of blood on the dice examples. The game includes references to e-cigarettes, which are an item players can use. The GM could change the name and flavour text of this item to remove the drug reference. Tone: Serious, DarkThe tone of the game is dark and serious, comparable to sci-fi horror movies. The GM should be sure to set expectations around the tone and discuss anything that players do not want to see before playing. Tiny in the Tower (cosy fantasy)Violence: Low β«βͺβͺTiny in the Tower is low on violence. Direct references to violence/death do exist in the provided material but can be easily left out without affecting the narrative. While combat encounters exist, the GM can avoid any NPC fatality by having enemies flee instead of die. The adventure includes make-shift weapons. Player deaths can be avoided by omitting the rules after a player falls unconscious, and they can be stabilised after combat has ended. Sensitive Topics: Bugs & Critters β«βͺβͺThe main enemies in the game are critters including mice, cockroaches, spiders, silverfish, ants, earthworms and a praying mantis. However, any of these can be substituted for other creatures using the same stats. Tone: Light, PlayfulThe tone of the game is light and playful, described as a cosy roleplaying game and intended to be suitable for younger audiences. The GM should be sure to set expectations around the tone and discuss anything that players do not want to see before playing. Shadow of the Vault (modern espionage)Violence: Moderate β«β«βͺShadow of the Vault contains encounters with the potential to end in injury or death for players or NPCs, though this can be adapted by the GM to be less fatal. There are many guns and weapons throughout the adventure and it encourages a stealthy approach to encounters. Player deaths can be avoided by omitting the rules after a player falls unconscious, and they can be stabilised after combat has ended. Sensitive Topics: Supernatural, Gore, Nyctophobia, Drug Use, Location β«β«β«The adventure includes references to torture, drug use, supernatural possession, cosmic horror, and nyctophobia. Some items players can collect are particularly gory but could be adjusted by the GM. Depending on the comfort level of the players, some of these topics can be dialled up or down. The adventure is set in Kaliningrad, Russia. The antagonist is a Russian mafiya oligarch. This setting could easily be switched out by the GM by omitting one of the map handouts and rename some NPCs. Tone: Serious, DarkThe tone of the game is serious and dark, similar to a Cold War spy thriller. The GM should be sure to set expectations around the tone and discuss anything that players do not want to see before playing. |
π¨ Visual Clarity β High β«β«β«How clear the visuals in the game are generally, covering iconography and game-critical visuals, looking at readability, contrast and colour blindness. |
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Adventure magazines are built with a good level of visual clarity for graphic elements. There are very few required visuals in the game, mostly taking the form of maps. These maps could be described to a player without vision, and in cases where the map is highly stylised, clearer versions are provided in the downloadable resources, and sometimes in the magazine itself such as the reverse of maps. |
π€ Text Clarity β High β«β«β«How clear the text in the game is generally, including size, font, spacing, and contrast. |
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Some issues of Adventure are available as easy read alternatives, featuring larger clearer fonts. Standard text in the magazine is moderately clear but can be small in places. In later editions, paragraphs are left-aligned, italics and underlines are avoided, and all caps is reserved for headings only. |
π Component Size β Moderate β«β«βͺHow big are the components in comparison to standard dice, cards and meeples. |
Adventure magazines are just under A4 size and dice (such as the cheese dice) are standard 16mm size. The digital pack allows you to print the magazine at home at any size that is best for you or run the adventure digitally. Dice used are standard D6s which can be bought at a variety of sizes, colours and contrasts. Adventure also has tactile D6 files available for download to 3D print at home; a version with pips from 1-6 and a braille version which is letterboxed for clear orientation of the characters. |
πͺ Table Space β Low β«βͺβͺHow much table space is needed for the game. |
Adventure does not use maps with mini figures, instead taking place in the 'theatre of the mind'. It is entirely possible to play a game with players sat on couches and managing their characters on a digital device. Physical set up requires more space for more players, but is very flexible. As a general rule you will want a space for the GM to be able to read the magazine, and each player would ideally be able to have their character sheet open (similar to landscape A3) with a space for rolling dice, and a communal space to view handouts. For four players plus the GM a table size of at least 80x150cm is needed. |
π Resources & Downloads |
Blogs & NewsEasy Read version of Tiny in the Tower available now! Downloads |